CDirectorSessionManager::FireGameEvent
0x008bdde0 · 279 bytes · __thiscall
_ZN23CDirectorSessionManager13FireGameEventEP10IGameEvent
Decompiled
undefined (2 params)
/* CDirectorSessionManager::FireGameEvent(IGameEvent*) */
void __thiscall
CDirectorSessionManager::FireGameEvent(CDirectorSessionManager *this,IGameEvent *param_1)
{
undefined4 uVar1;
char cVar2;
char *pcVar3;
int iVar4;
int *piVar5;
undefined4 uVar6;
int iVar7;
int *piVar8;
code *pcVar9;
int local_20 [4];
pcVar3 = (char *)(**(code **)(*(int *)param_1 + 8))(param_1);
if ((pcVar3 != "player_connect_full") &&
(iVar4 = _V_stricmp(pcVar3,"player_connect_full"), iVar4 != 0)) {
return;
}
local_20[0] = (**(code **)(*(int *)param_1 + 0x1c))(param_1,"userid",0);
piVar5 = (int *)UTIL_PlayerByUserId(local_20[0]);
if (piVar5 == (int *)0x0) {
return;
}
cVar2 = (**(code **)(*piVar5 + 0x778))(piVar5);
if (cVar2 != '\0') {
return;
}
iVar4 = *(int *)(this + 0x10);
if (iVar4 < 1) {
LAB_008bde7c:
CUtlVector<int,CUtlMemory<int,int>>::InsertBefore
((CUtlVector<int,CUtlMemory<int,int>> *)(this + 4),iVar4,local_20);
uVar1 = *(undefined4 *)(this + 0x10);
uVar6 = (**(code **)(*piVar5 + 0xb8))(piVar5);
DevMsg("[INTROS] Adding %s to fully connected userid\'s. New count: %d\n",uVar6,uVar1);
pcVar9 = *(code **)(*(int *)this + 0x1c);
}
else {
if (**(int **)(this + 4) != local_20[0]) {
iVar7 = 0;
do {
iVar7 = iVar7 + 1;
if (iVar7 == iVar4) goto LAB_008bde7c;
} while ((*(int **)(this + 4))[iVar7] != local_20[0]);
if (iVar7 == -1) goto LAB_008bde7c;
}
pcVar9 = *(code **)(*(int *)this + 0x1c);
}
cVar2 = (**(code **)(*piVar5 + 0x16c))(piVar5);
piVar8 = (int *)0x0;
if (cVar2 != '\0') {
piVar8 = piVar5;
}
(*pcVar9)(this,piVar8);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.